0813d0b40da90a6b601d4289e2ebdfeef2403964
New map (scenes/maps/neon_alley/, auto-appears in the level selectors): Layout for movement flow: - Main N-S street = the long sightline, crossed by a pedestrian bridge (slide ramps up both ends, underpass cover below, railed high ground) - West machiya row: wooden two-story houses with a jump route (awning -> balcony -> roof deck) and 25-degree slide roofs facing the street - East concrete towers with glass storefronts; brick wallrun alley between them (AC units to vault); metal fire-escape platform route to the roofs; angled rooftop billboard as cover + grapple anchor - Three power pylons with crossarms over the street chain a grapple route; the torii gate crossbeam at the north shrine plaza is a fourth anchor - South market: wooden stalls with neon canopies + metal vending machines = scattered mid cover; shipping container corner piece - Spawns ring the block and face the map center Acoustics as level design: every surface is tagged (machiya/stalls/torii wood, towers concrete, storefronts glass, alley+perimeter brick, escapes/ AC/rails/container metal) so occlusion tells you which structure a shot came through and reflections differ per street. Style: sunset sky + fixed dusk-lavender ambient (calibrated for the toon shader's 1/PI light response), warm low sun, neon sign columns, shop signs, lantern strings, billboard glow, underpass strip lights. Verified: aerial + street-level + third-person captures; movement 11/11, smoke 0 failures, acoustics ALL PASSED. Co-Authored-By: Claude Fable 5 <[email protected]>
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